Upcoming patch info!

I'm glad they are addressing some of the shortcomings. It's a start and they have a heck of a lot of work ahead of them.

I'm afraid it still won't make it playable for me because I'll still find the game hopelessly dull. None of these changes will make the game any more immersive or interesting.

At least they are doing something though.
 
I like that we can sell buildings now. Does anyone know when the patch comes out?
 
Looks like it will be a nice patch. Hopefully, everything gets in the patch. I know sometimes unforseen errors come up and developers have to remove a few things at the last minute.

I like that we can sell buildings now. Does anyone know when the patch comes out?

Jon Shafer said about 3 weeks. Well he said "in a few weeks". Few usually means 3, but could be 4.
 
Well its seem that they've done their homework. Its a good start. Now that the absurdity are getting patch, which is great, Firaxis need to put the "soul" of civilisation into this "strategy" game that claim to be part of ithe series!
 
Jon Shafer said about 3 weeks. Well he said "in a few weeks". Few usually means 3, but could be 4.
I already seen a statement like this giving origin to a lot of acid posts in a similar thread 3 years ago, when alexman decided to post a patch change list and people started to try to decript the deadline of their words when there was no deadline at all :p

In resume, don't do that. The most likely to happen is that they will take more than they think they will ;)
 
How is making research overflow just like it did in 4 not in this :(? That is absolutely killing me, when I pick my techs based on how much overflow I lose.
 
I'm glad they are addressing some of the shortcomings. It's a start and they have a heck of a lot of work ahead of them.

I'm afraid it still won't make it playable for me because I'll still find the game hopelessly dull. None of these changes will make the game any more immersive or interesting.

At least they are doing something though.

Might I recommend a few of the mods available that tweak production times to make it more engaging. If the devs can focus on the bugs and AI fixes the mods can take care of the gameplay issues.
 
This is woefully inadequate :/

None of the balance issues appear addressed, biggest one being city states and the AI's complete ignorance of their value.

To illustrate the problem: I just got out of a diplo win at 1715 (was going cultural but got bored/wanted to get past the "i beat deity" for office braggaments), with 12 votes of 9 required.. and could easily bribe my way to 2 more votes if required.

Science gain has to go down on higher levels, same goes for food & cultural gains. GP gift rate appearse OK, same with militaristic CS'.

That's just ONE example of balance issues they need to address, giving the AI some pathing fixes and a few corrections to diplo just won't cut it. It'd be useful if it was a bit less super-aggressive first 35 turns, too, on higher levels (atm its hit or miss unless going for war/abuse puppet mechanic).
 
This is woefully inadequate :/

None of the balance issues appear addressed, biggest one being city states and the AI's complete ignorance of their value.

To illustrate the problem: I just got out of a diplo win at 1715 (was going cultural but got bored/wanted to get past the "i beat deity" for office braggaments), with 12 votes of 9 required.. and could easily bribe my way to 2 more votes if required.

Science gain has to go down on higher levels, same goes for food & cultural gains. GP gift rate appearse OK, same with militaristic CS'.

That's just ONE example of balance issues they need to address, giving the AI some pathing fixes and a few corrections to diplo just won't cut it. It'd be useful if it was a bit less super-aggressive first 35 turns, too, on higher levels (atm its hit or miss unless going for war/abuse puppet mechanic).
The first big patch for ANY game usually involves bug fixes and addressing critical annoyances.... which this patch does and from the list, it's not an insubstantial patch either.

Things like balance and AI patches usually come later because it takes a long time to test and address those things. (Particularly to avoid over-compensating knee-jerk reactions to the opposite direction, which are no better... and which I've seen in so many games these days).

Believe me, I am RIGHT with you in hoping for balancing and AI fixes (luckily some mods address these very issues), but really... "woefully inadequate" is a bit harsh. That's a pretty solid list to start with and is definitely not a trivial list of fixes. It's always bugs first and then balance later. The fact that there are some slight AI improvements and some balance tweaks thrown in is actually pretty decent.
 
This is woefully inadequate :/

None of the balance issues appear addressed, biggest one being city states and the AI's complete ignorance of their value.

To illustrate the problem: I just got out of a diplo win at 1715 (was going cultural but got bored/wanted to get past the "i beat deity" for office braggaments), with 12 votes of 9 required.. and could easily bribe my way to 2 more votes if required.

Science gain has to go down on higher levels, same goes for food & cultural gains. GP gift rate appearse OK, same with militaristic CS'.

That's just ONE example of balance issues they need to address, giving the AI some pathing fixes and a few corrections to diplo just won't cut it. It'd be useful if it was a bit less super-aggressive first 35 turns, too, on higher levels (atm its hit or miss unless going for war/abuse puppet mechanic).
Always expect the first patch to be bug fixes. I'd rather there be no bugs/crashes and imbalances, than a partially balanced game that has a load of bugs/crashes.

Believe me, I'm right alongside you for wanting balance fixes. I don't think there's too many more than me that has posted on specific imbalances in the game. But imbalance fixing is a very long process and the game needs to be running smoothly first.
 
The first big patch for ANY game usually involves bug fixes and addressing critical annoyances.... which this patch does and from the list, it's not an insubstantial patch either.

It's not an insubstantial patch... but there are many things here which should have been caught in beta, like the never-ending peace treaties for instance. Realistically, I read this patch list and, while I realize they are doing their homework and fixing some serious bugs, I still can't help but think it's not enough to make Civ5 playable. I'm glad they are fixing these bugs- some of which are understandable and some of which should never have been in the game when it shipped- but I feel like it's the core gameplay itself which needs retooling. At the least, diplomacy needs a lot of love. And until then, I can't get too excited over a bug-fixing patch.
 
IMO a 'demolish building' option that costs hammers and takes small amount of turns would be more balanced than the ability to immediately get rid of buildings for cash.
 
I really like three fixes that were starting to irk me:
-never-ending peace treaty
-resource bug while trading
-selling useless buildings

And I very much like the 2 AI improvements to city management.
 
Always expect the first patch to be bug fixes. I'd rather there be no bugs/crashes and imbalances, than a partially balanced game that has a load of bugs/crashes.

Sure, as it stands, I agree. In a way. Not really, though, as they never bothered to get the infrastructure in place to test whatever balance fixes they'll put in place.

At the moment, as a quick-fix of sorts, they could easily take 1 person who'd create a balance tester team consisting of people like you, who are willing to play through and highlight balance issues.

Most of the tweaks themselves aren't rocket science, they're technically minor (the broken AI pathing and some others excluded), but they'd need someone to actively sift through them along with player-recommended changes, and have them implemented for testing in the community (which is free).

What I'm most upset about is their apparent unwillingness to put a very small amount of resources (say $40k over 6 months, employing/internally shifting 2 persons) to speed up the process.

Bottom line is: We shouldn't need to be here in the first place.

Most competent developers run a proper semi-public beta these days, and thus able to hash out the most glaring of imbalances.

Especially for high-profile titles such as this.
 
I'm afraid it still won't make it playable for me because I'll still find the game hopelessly dull. None of these changes will make the game any more immersive or interesting.
I'm reading over your post history. All your posts are about how it's a bad game. I'm trying to find out where you said why it was, though, and I'm coming up short. I literally cannot find any criticism on a particular subject, only real general stuff. You constantly say you want stuff fixed, but even if the devs were listening, I don't think they'd know exactly what changes you'd want to make, or any specifics that you dislike.

Got a link to one of your posts?
 
No personal discussions here!

You can add the "units as borders" issue and the lack of research overflow to that, The_J :/

Oh, yeah, these ones :/. At least you can say, that the units as borders needs probably some major reprogramming.

Oh, forgot the 9000 horses problem. Can't be that difficult to force the same number in both boxes of the trading screen.

But whatever, i'll be damn happy when this patch is out :).
 
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